first pick your treebond. it tells you your opening turns because i cant imagine not casting a tree on turn 1. now i describe what my early turns would be spent making:
samara: a slow opening where you put seedlings everywhere, maybe a guard on samara. the goal here is a strong endgame via super channelling, and surviving that long with defense. This build seems most likely to get out a [mwcard=DNC18]Togorah[/mwcard] and [mwcard=DNQ04]Druid's Leaf Ring[/mwcard]. Leaf ring and vine tree makes no sense. barkskin and an intercept guard for samara are good here.
mohtari: this one is all about zone control. you always want to be under mohtari, and use non-regen creatures. look up my push bow tangle druid. the jist is to stay standing under the tree, which for me means ranged attacks and surging wave to discourage area flame attacks or push. a strategy could be made to pull them towards mohtari and melee them under it. you could still cast a vine tree with this(i do), but treebond the mohtari for something different. use thornlashers and tanglevines to do the zone control.
vine tree: more variety and the most common choice. Decide if you are using seedling pods for a longer game similiar to the samara build. You could also cast samara early(unclear if a seedling casting samara tree goes back into your spellbook), and spam seedlings, but i would still treebond the vine tree. if you get both spawnpoint trees, get out a meditation amulet asap.
if you want a shorter game, throw down some vine creatures instead of focusing on channelling. Likely two [mwcard=DNC21]Thornlasher[/mwcard] in the middle with a [mwcard=DNW01]Bloodspine Wall[/mwcard] between.
lifetree: I never lifebond him.
early game reactions:
if the enemy makes a spawnpoint(especially the larger ones), then i would keep casting [mwcard=DNC20]Vine Snappers[/mwcard] into that zone.
If he agros you early(like, turn 2), you can cast facedown rust, wall of thorns, and force push in a 3-at-once sort of way. or just cast the rust earlier, and hope he wont cast a nullify in between.
tips:
If you bleed enemy mage a lot(bloodspine wall, thorn burst, huinting bow), poisoned blood is a MUST. i can run 3.
Have a barkskin facedown on you incase things go sideways(even with mohtari). i rarely reveal it since its a huge mana drain.
Dont get stuck with finite life
You specifically are the master of dissolve and armor reduction. never let them have more than 1 armor or extra-useful equipment.
Check for nullify on their mage with rust(or decoy)
DEFENSE:
my defense is usually just rhino hide and a facedown barkskin. If those arent enough, get a little from equipment. I try to have 2 non-barkskin regen.
If you have 2 regen, 4 armor, and treebond, I wouldnt bother attacking you directly unless its to spike you to death. Increase the odds with [mwcard=MW1J08]Hand of Bim-Shalla[/mwcard] and [mwcard=MWSTX1CKQ01]Sunfire Amulet[/mwcard] if you want(6 heal per turn), but I never do.
it sounds like you are having trouble surviving early on, so i would recomend the vine tree shorter game I described or the defensive samara with 2 regen, 4 armor and an intercepting creature(angel or togorah).
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if that was all too much for you....
turn 1:
19mana
11vine tree, doublemove mid
turn2
19mana
1doublevine, 7thornlasher into druids zone, 2barkskin or nullify, 7thornlasher into far mid zone
turn3
13mana
4Bloodspine Wall middle
....and the rest i leave up to you.